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License: MIT License
precompute atmospheric scattering
License: MIT License
All of the GPU commands sent to a VkQueue will start in order, but will not end in order. The GPU is free to schedule and reorganize the commands in whatever way it sees fit. This means that if we run a shader like above, and then try to do some rendering that uses said matrix buffer, itβs possible that the compute shader hasnt finished executing before the buffer is used, thus doing a data race and likely causing bad things to happen.
barrier also used in transition image layout and queue family ownership transfer
resources:
https://www.gdcvault.com/play/1012321/Task-based-Multithreading-How-to
https://gdcvault.com/play/1022186/Parallelizing-the-Naughty-Dog-Engine
https://codereview.stackexchange.com/questions/158739/task-based-multithreading-library-implemented-using-fibers
https://github.com/RichieSams/FiberTaskingLib
https://wickedengine.net/2018/11/24/simple-job-system-using-standard-c/
To support multiple graphics api, DirectX/OpenGL/Vulkan, we can have a wrapper of api instructions and don't expose them to user.
ex:
use a function draw()
to wrap glDrawArrays
, DrawInstanced
and vkCmdDrawIndexed
.
release vulkan resources
use tinygltf load gltf scene.
descriptorSetMap
pipelineMap
write code and push to develop branch, only create pull request if there are big changes.
replace vcpkg with 3rd party lib files.
queue family index is different in different gpu, current logic assum graphics = 0, compute = 1, transfer = 2
need a script to check code fromat
provide some built-in functions for convenient usage.
engine structure
support physically based shading
multiple light types
https://vulkan-tutorial.com/Drawing_a_triangle/Setup/Base_code
setup vulkan base code
the procedure of using a descriptor set is as follows
create descriptor pool -> allocate descriptor set -> update descriptor set -> bind descriptorset
we have some great blogs describing the descriptorset management
some ref:
prevent depth fighting
https://nlguillemot.wordpress.com/2016/12/07/reversed-z-in-opengl/
https://www.danielecarbone.com/reverse-depth-buffer-in-opengl/#:~:text=Reverse%20z%3A%20Why%20and%20How%20The%20main%20idea,loss%20of%20precision%20from%20the%20non%20linear%20z.
https://developer.nvidia.com/content/depth-precision-visualized
to use a frequency based resources binding model. shader writer don't care about binding slot, we decide to use a custom shading language HSL, HSL is a modified version of FSL, HSL unify the binding model of directx12 and vulkan.
implement shadow algorithms
abstract rendering related resources to RenderContext
TODO:
maybe?
model matrix
user input are flipped
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